UPDATE November 4, 2018

No Way Back Home, another shot inspired from Odysseus myth. Simulations (ocean + sky) and composition are done in #houdini. All is rendered by #redshift in one pass. I use #3dsmax for modeling, #substancepainter for texturing, #mixamofor rigging, #ae for color correction and final output. Ocean & foam aren’t perfect for sure (first try) but I like the spirit 😅

UPDATE – 16 JUNE 2017

UPDATE 20-03-2017

I made a better definition video about my last GPU experiment. At this state, this point sprite particle systems receive light from Unity 5.5 pipeline and it is now full integrated with forward rendering.

In order to help Arch for a competition during the ISE Amsterdam, I developed a tool to setup an interactive corridor: an OpenGL room mapper based on a set of LED screens with different resolutions ans sizes, plus a multiple 3D cameras setup.